Expansion HOMM 5

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Paradox
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Unread postby Paradox » 27 Aug 2006, 22:40

ThunderTitan wrote:
Paradox wrote: what about dwarves with blunderbusters for shooters?
Forge town debacle.
whats wrong with dwarves and forging? thats what they *do*
Dwarves are much like humans, but generally living underground or in mountainous areas. Here they have heaped up countless treasures of gold, silver, and precious stones, and pass their time in fabricating costly armour. They are famed miners and smiths although, like humans, they specialise in any number of trades.

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Paulus1
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Unread postby Paulus1 » 27 Aug 2006, 22:56

He said "Forge Town", not forging
... and in Heroes context, there's a major difference.

Are there any shooter units in that line-up? :|

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LordErtz
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Unread postby LordErtz » 28 Aug 2006, 00:18

Chimeras are historically linked to wood elves, I believe.

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Unread postby Eternor » 28 Aug 2006, 00:40

No, they come from Greek mythology.

http://en.wikipedia.org/wiki/Chimera_%28mythology%29

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ThunderTitan
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Unread postby ThunderTitan » 28 Aug 2006, 01:13

LordErtz wrote:Chimeras are historically linked to wood elves, I believe.
There is no such thing as historical wood elves.
Paulus1 wrote:He said "Forge Town", not forging
... and in Heroes context, there's a major difference.
A life and death difference. :devil: You know, i really wish i'd have been there.
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asandir
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Unread postby asandir » 28 Aug 2006, 01:19

well some more evidence of support from ubi, but would love an editor .... please

can't wait to hear more about this town, quite like the dwarf idea
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Panda Tar
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Unread postby Panda Tar » 28 Aug 2006, 01:35

Rune magic sounds more like magic used over objects to me. An effect using the power of the stone to improve anything beyond normal for a period of time. Something related to forging work. Not really magic of sparkling lights droping over anything.

It can also be applied to seals: "seal of fire", a rune which can seal fiery effects over an allied troop making it heal wounds when being hit by fire attacks or else. Effect would look like some small scriptures on stones surrounding the target as long as it is active, as if they are rules, written on stone and wood by the dwarves for war.

Some of the stronger effects could depend on other kind of resources, or maybe differ from elements depending on each resource you'll use: like relate fire to crystal or water to gem.

About the units...hum, I read nothing really trustful. Chimeras...? Amongst all creatures they could have chosen, chimera is something which are not meant to be there. So, I just don't believe that list is really anything to care about. There must be something really reasonable and better developed at all. That, we'll see sooner or later anyway.


My thoughts are on bug fixing and better descriptions, key functions. For instance, no splitting army key on the screen was an annoiance until finding SHIFT funcion. Or finding out what is the ability of your Town. Sometimes it gives you extra unit per week, or gold, or stats...but you really don't know what it is. There's a small list on celestial heavens, but not every one wants to enter the site or copy everything to know which city has which ability. It could be added a small glyp on the corner with a hint on a click (your town provides you 6 more titans per week).

Another thing that happens is: when you destroy enemy catapult and he/she destroyed your gate, they flee! They throw (everytime it happened to me, it was against inferno troops) their cerberus on the 'moat', damaging it, then they fled, even when it is possible to enter the gate, even when they are stronger and my only range attack is from my hero.

And now that it is 3D and there's this large creature, sounds less odd when you can't target a creature with a ranged attack which is behing a Colossi, for instance. You can shoot anywhere you want, that's not really realistic, neither helps on strategy tips. That could be fixed too - not that I see anyone caring about it. But I feel really annoyed when I place a large creature in front of those darn shooters or mages and they can still explode everything back there as if there was nothing blocking their path. If it is "Fist of Heavens" which comes from the sky, ok, I support. But they throw Fireball, then it must travel there. There's no logic for it to trespass pixels.

Theres another thing: how is hero damage computed? It seems it does really less damage against low level units than it does on high (like 50 on low level killing 5 or 6, and 200 on high level, killing 1 or 2) which makes no sense, since they have less defense at all. Could anyone, if possible, explain why it is that way? If it fear to unbalance to stop heroes from being really auto-suficient killers, so just drop that feature.

And if someone agrees: just vanish with Wasp Swarm spell. Never seen/heard of such useless stuff. There's a whole hero to make it fair better, but it won't effect undead or machines...
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asandir
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Unread postby asandir » 28 Aug 2006, 01:45

the hero damage seems to be affected by level, and the unit you are attacking, from memory, depending on hero level, you kill a certain number of opposition units, depending on their tier - so you might kill 11 imps and 4 succubi and 1 pit lord at level 7, and 18 imps, 6 succubi and 2 pit lords at level 15, doesn't actully seem like the hero gets a specific damage range
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Panda Tar
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Unread postby Panda Tar » 28 Aug 2006, 01:49

Hum, I thought that would be something like that. Still odd. :-D
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Unread postby sylvanllewelyn » 28 Aug 2006, 01:53

I think their magic guilds will generate normal spells at random, but at the same time they will have a special rune-magic guild.

To reply to previous post: first of all, I think that heroes dealing less damage to low-level creatures makes a lot of physics sense. It's easier to trample down a dragon than 30 imps spread around. What I find non-sensical is the logrithmic damage output for spellcasters. Once I have 40 mages I just shoot with them - it's very un-fun.

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Unread postby Panda Tar » 28 Aug 2006, 02:03

sylvanllewelyn wrote: To reply to previous post: first of all, I think that heroes dealing less damage to low-level creatures makes a lot of physics sense. It's easier to trample down a dragon than 30 imps spread around.
Seeing that on that way, yes.

I have also missed balance on spellcasting (sometimes thanking God for that). But it was funny when I settled + 2k sprites to perform Wasp Swarm (which is my focus on hating that game, if speaking of spells lol) on Blood Furies I think, and it killed just 6 or 7. Can't remember, but it was a very low damage, beyond anything I could bear at that moment, after losing 'magically' Maahir's Gambit for the 8th time.
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Unread postby ThunderTitan » 28 Aug 2006, 02:05

sylvanllewelyn wrote:I think their magic guilds will generate normal spells at random, but at the same time they will have a special rune-magic guild.
Seing how all the others have a building with 2 lvls for their specific skills that is a posibility, but it's more likely that they'll get them with the raising of the skill. But we'll have to wait and see.

And maybe their magic guild could have only 4 lvls, kinda like H3's Castle, and if they make a Stronghold/Barb faction they could have only 3 lvls, with a more powerfull Specific-skill to even it out.
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Unread postby maltz » 28 Aug 2006, 05:03

Maybe it is just me, but I almost never play an expansion, unless it has already came out when I first knew the game.

In other words, I get tired of a game too quickly to play more of it in a not-so-different expansion. Better games have longer half lives. Maybe this is a sign that I spend too much time on games? :D

I hang on the musics much longer, though. They are not that easy to get tired with (if I don't listen to it everyday). Some of the HoMM5 music is quite good that I should be able to find some uses somewhere soon... :)

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asandir
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Unread postby asandir » 28 Aug 2006, 05:54

To reply to previous post: first of all, I think that heroes dealing less damage to low-level creatures makes a lot of physics sense. It's easier to trample down a dragon than 30 imps spread around. What I find non-sensical is the logrithmic damage output for spellcasters. Once I have 40 mages I just shoot with them - it's very un-fun.
i agree, but the problem stems from the fact that you can't really apply real world logic to this type of game .... too many things get in the way to do that
Human madness is the howl of a child with a shattered heart.

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Unread postby DaemianLucifer » 28 Aug 2006, 15:30

sylvanllewelyn wrote: To reply to previous post: first of all, I think that heroes dealing less damage to low-level creatures makes a lot of physics sense. It's easier to trample down a dragon than 30 imps spread around. What I find non-sensical is the logrithmic damage output for spellcasters. Once I have 40 mages I just shoot with them - it's very un-fun.
While that is correct,the dumb thing is that heroes do fixed damage.A 20 level ranger that has devoted his life to bow and arrow will kill the same number of units with his physical attack as a 20th level warlock that has devoted his life to blowing things up and uses his physical attack only in dire need.Oh,and the casters are way unbalanced.

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Unread postby Meandor » 28 Aug 2006, 19:11

first of all, I think that heroes dealing less damage to low-level creatures makes a lot of physics sense. It's easier to trample down a dragon than 30 imps spread around.
It would be nice and dandy if my devil didin`t cost me many times more than those 30 imps.
...

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Unread postby DaemianLucifer » 28 Aug 2006, 19:19

Meandor wrote: It would be nice and dandy if my devil didin`t cost me many times more than those 30 imps.
Or,if this wasnt the only logical thing in the game.Actually,its not the only thing.The other logical thing is spellcasters spell damage.Funny how only the logical things are the ones that are quite imbalanced.

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asandir
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Unread postby asandir » 29 Aug 2006, 01:50

we're still mixing "logic" and a fantasy game .... dangerous
Human madness is the howl of a child with a shattered heart.

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DaemianLucifer
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Unread postby DaemianLucifer » 29 Aug 2006, 06:38

stefan.urlus wrote:we're still mixing "logic" and a fantasy game .... dangerous
*sigh*!How many times do I have to repeat this?Fantasy does not,read every syllable,N-O-T mean it has to be illogical.There are perfectly logical fantasy worlds.Those that make even more sense than the real world.Hell,even discworld has lots of logic in it.

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asandir
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Unread postby asandir » 29 Aug 2006, 06:43

of course not, but it does mean that trying to apply logic to all aspects of a fantasy game is a dangerous business that is likely to leave a man witless
Human madness is the howl of a child with a shattered heart.


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